shader_type canvas_item;
// ET OUI, MEME LE SOL C'EST UN SHADER
// Petite shader juste pour faire un ptit effet de perspective tiled sur le sol
// J'avais la flemme de faire des belles textures lol
uniform float skew_amount = 0.5;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
    vec2 skewed_uv = UV;
    skewed_uv.x += (1.0 - UV.y) * skew_amount;
    COLOR = texture(TEXTURE, skewed_uv);
}

//void light() {
//	// Called for every pixel for every light affecting the CanvasItem.
//	// Uncomment to replace the default light processing function with this one.
//}
